[libre-riscv-dev] Clarifying the difference between Kazan and Mesa 3D Vulkan
Jacob Lifshay
programmerjake at gmail.com
Sun Feb 16 23:56:08 GMT 2020
On Sun, Feb 16, 2020, 15:40 Veera <vklr at vkten.in> wrote:
> On Sun, Feb 16, 2020 at 09:11:16PM +0000, Luke Kenneth Casson Leighton
> wrote:
> > On Sun, Feb 16, 2020 at 9:04 PM Cole Poirier <colepoirier at gmail.com>
> wrote:
> > >
> > > Wow! Thank you that gives me a way better understanding.
> >
> > this is a bit... "potted" if you know what i mean. it won't be
> > entirely accurate. OpenGL used to be a stand-alone standard. then
> > people realised that shaders and shader compilers were really
> > important. OpenGL adapted by adding a way to do OpenGL Shaders,
> > however as that became the "norm", Vulkan kinda took over, and OpenGL
> > "compatibility layers" were added *on top* of Vulkan (rather than
> > trying it the other way round).
> >
>
> OpenGL has a state and is therefore complex and slow and difficult to
> implement.
> While Vulkan is based on simple primitives and fast and the user has to
> coordinate it. AMD developed METAL API which is somewhat like Microsoft's
> DirectX.
> AMD donated the code of METAL API and Vulkan is based on it.
>
Actually, you were thinking of the mantle api which was used as the basis
for Vulkan, the metal api was developed by apple.
Jacob
More information about the libre-riscv-dev
mailing list